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  • New Warrior Spell - Awaken!

    Makes for a pseudo-Swipe by dealing 1 damage to everything and then enabling your hero to attack for 3. I don’t know if the dealing 1 damage to enemy minions matters enough but perhaps the damage dealt to your own minions can be leveraged in a deck with Frothing Berserker or Bloodsworn Mercenary.

  • New Warrior Minion - EVIL Quartermaster

    A really good card that might be sadly be lacking a home. Odd Warrior can run it and any slower warrior will probably appreciate the combination of Lackey generation plus armor, but it might not be impactful enough to change Warrior’s fortunes.

  • New Warrior Weapon - Ritual Chopper

    The Invoke effect means this weapon has 4 attack when you first play it but then only 1 attack afterward. Probably still good enough to see play purely as a 2 mana, deal 4 damage card.

  • New Warrior Minion - Skybarge

    Has obvious synergy with Pirates, a really annoying statline that makes it hard to kill. An excellent card for Pirate Warrior. Going to be an absolute terror in Wild when played alongside it’s little brother Ship’s Cannon.

  • New Warrior Spell - Molten Breath

    Decent removal tool on it’s own, useful for not needing a prerequisite to activate it like Execute and Shield Slam do. Even without the potential bonus of armor, I think this card is worth including as midrange removal.

  • New Warrior Spell - Ramming Speed

    Probably not worth running when Supercollider is also available? There is the option of targeting your own minions but I can’t imagine that’s particularly useful when Warrior has plenty of Whirlwind-style effects to damage their own stuff in a more controlled fashion.

  • Ramming Speed

    reminds me of betrayal and supercollider . might be good, but at 3 mana it probbably isn't.

  • New Warrior Minion - Scion of Ruin

    Decent as is played on curve as a 3/2 with Rush. Also has the Dragon tag and if you activate it, it becomes fantastic, dealing 9 damage for 3 mana and you can distribute the damage in chunks of 3. Once again Warrior’s best card is looking to be an Epic, so you just know you’re going to open only 1 copy and then you’ll cave and craft the second copy, only to get a third copy a week later and you’ll hate life :P

  • New Warrior Weapon - Ancharrr

    Card draw for Pirates is very interesting and potentially very powerful, but I’m wondering if playing this card is too low-tempo for an aggressive Pirate Warrior deck. The base attack is relatively low and the 3-drop slot in Pirate Warrior is kind of crowded with Southsea Captain, Bloodsail Cultist, and Frothing Berseker.

  • New Warrior Hero - Galakrond, the Unbreakable

    Galakrond, the Unbreakable

    Drawing cards is nice. Drawing specifically minions is even better. Buffing those minions with +4/+4 is huge. It’s slower than the Rogue and Shaman versions, but it’s well-suited for a slow, grindy war of attrition playing one huge thing after another, which feels very flavorful for slower Warrior decks. The Battlecry of gaining 3 attack on your hero is also relevant for keeping the board under control in the early game with Invoke effects.

    Galakrond rating: 3rd best

  • New Warrior Minion - Deathwing, Mad Aspect

    Can be considered effectively a Twisting Nether on a stick. Warrior is not lacking in removal tools though, so this is probably not enough to make Warrior relevant again. More of a tech card than a build around card, for when you want AoE and also a Dragon activator.

  • New Warlock Spell - Rain of Fire

    Really boring card. Basically Hellfire but dramatically scaled down. Some limited synergy with Zeeraku I guess? Even that probably doesn’t amount to much. The AoE effect is really weak too unless there’s a ton of 1/1 tokens running around. And any deck that generates 1/1 tokens will try to buff them ASAP for precisely that reason.

  • New Warlock Spell - Fiendish Rites

    I am assuming from the wording the Invoke effect goes off first, summon two 1/1 Imps from Galakrond’s hero power before the buff is applied. So at the very least this is paying 3 mana to get two 2/1 Imps on the board. Probably good enough to use as an Invoke card if nothing else.

  • New Warlock Minion - Abyssal Summoner

    The fact that the summoned Demon will have Taunt is relevant since it presents a body that cannot simply be ignored. Obvious synergy with Valdris and Veiled Worshipper. Might still be too fair to make the cut or be redundant when Twilight Drake and Mountain Giant are also available and can be played much earlier.

  • Rain of Fire

    good card especially with thalnos. depends on how many 1 hp minions are played though

  • New Warlock Spell - Nether Breath

    Another definite must have in any Dragon Warlock deck. Again, as with Crazed Netherwing whether a Dragon Warlock deck has enough going for it to be competitive remains to be seen. The Lifesteal is great since Warlock’s appreciate all the healing they can get and the fact this can hit face as well is just icing.

  • New Warlock Minion - Dragonblight Cultist

    Seems bad. It has an Invoke effect but not much else going for it. It only gains Attack so it will always be very frail, picked off by hero powers or any minions your opponent has.

  • New Warlock Minion - Crazed Netherwing

    It’s good. AoE on a stick, also deals chip damage to face. Not flashy or unique since Duskbreaker was similar, but still good. Definite must have in any Dragon Warlock deck. Whether any such deck will emerge is another question.

  • New Warlock Spell - Dark Skies

    Seems…really bad. Maximum amount of damage you can deal is 9 (maybe 11 with Valdris?). Sort of comparable to Spreading Madness in terms of how unpredictable and inconsistent it is. I doubt it will see any play since Warlock has better options for face damage and better options for removal.

  • New Neutral Minion - Utgarde Grapplesniper

    Yea this card looks like a super risky one to play. If ur opponent gets a free 8+ mana card that can attack right away youre in trouble.

  • New Warlock Minion - Veiled Worshipper

    Obviously a hugely powerful draw effect attached to a decently statted body. The question then is will there be enough worthwhile and early Invoke cards available to reliably activate this card and also what you are actually planning to draw into, since Galakrond, the Wretched doesn’t seem powerful or consistent enough to be an endgame goal in and of itself. Again, might be useful as quick refuel for a Galakrond Zoolock.

  • Dark Skies

    might be the cheap boardclear hand warlock needs, might be bad. probably both

  • New Warlock Minion - Valdris Felgorge

    Probably worth running just for the card draw effect. The increase to the hand size is nice for preventing overdraw too. Also consider that if you fill your hand to the new max of 12 off the battlecry you might be able to drop a super-cheap Mountain Giant in the same turn.

  • New Warlock Hero - Galakrond, the Wretched

    Probably the weakest of all the Galakronds. The hero power of adding two 1/1 Imps isn’t fantastic and the Battlecry of summon random demons has a lot of low-roll potential compared to the relative consistency of the others. Maybe used as the high-end of some kind of Galakrond Zoolock.

    Galakrond rating: 5th best

  • New Warlock Minion - Zzeraku the Warped

    Slow but powerful card. Play him on 10 mana for a 4/12 and a 6/6 and a card draw. Assuming the Warlock doesn’t just die, this card will provide a huge threat reminiscent of Lord Jaraxxus.